Nowaki (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Nowaki[edit]

Medium humanoid (Fushin), any alignment


Armor Class 18 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 15 (+2)

Saving Throws Dex +8, Con +6, Int +8
Skills Acrobatics +8, Deception +7, Insight +5, Perception +5, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 14 (11,500 XP)


Chakra. Nowaki has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Nowaki is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Nowaki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Nowaki can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 16 (5d4 + 3) magical slashing damage. Nowaki may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Nowaki can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Nowaki becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Nowaki's movement speed doubles, and their movement does not provoke attacks of opportunity.

Blade of Wind (4 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Air Bullet (8 Chakra). Each creature in a 15 ft. line must make a DC 17 Constitution saving throw. On a failure, the creatures take 17 (3d8 + 4) thunder damage and are pushed 40 feet away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning damage. On a success, they take half as much damage.

Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, Nowaki doubles a creature's jump distance, and allows them to jump a single time as part of his action until the end of their turn. Alternatively, as a bonus action, the ranges of Nowaki's thrown weapon attacks with are doubled until the end of his turn.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 17 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Any creatures of Nowaki's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Nowaki can spend 2 additional chakra to expand the radius by 5 feet.

Explosive Seal (1+ Chakra). Nowaki creates an explosive seal on one surface he can touch.

High Wind Destruction (8 Chakra). Nowaki creates a 15 ft. wide, 60 ft. long line vortex of wind that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. This area is considered heavily obscured. Nowaki may end this effect as a bonus action to force every creature within the vortex to attempt a DC 17 Constitution saving throw. On a failure, they take 13 (2d8 + 4) magical slashing damage. On a success, they take half as much damage.

Severe Wind Destruction (16 Chakra). Nowaki creates a 60 ft. radius vortex of wind around him with a 10 ft. radius hole at its center that lasts for 1 minute (concentration). This area is considered heavily obscured, and at the end of each of Nowaki's turns, any creatures within the vortex must attempt a a DC 17 Constitution saving throw. On a failure, they take 13 (2d8 + 4) magical slashing damage. On a success, they take half as much damage. If Nowaki moves more than 5 ft. or take an action, bonus action, or reaction, Nowaki loses concentration on this jutsu.

REACTIONS

Substitution (3+ Chakra). When Nowaki is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Nowaki can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

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[Source].

Born into poverty in the Land of Water, Nowaki, at the time called Fushin, was discriminated against by his fellow villagers, with his Typhoon Style kekkei genkai being blamed for the destruction of their village years prior when a typhoon blew in from the coast. Being sold to a businessman named Kusabi, he was used to generate capital from bets in the Merchant of Death's Coliseum, suffering starvation and torture for each loss. At first blaming Chino, one of the few shinobi he could not beat, for such, he quickly realized that Kusabi was to blame, and became friends over their shared discrimination for their kekkei genkai. Organizing a mass breakout, Fushin, Chino, and Karyu effectively emptied the Coliseum. While Chino returned to her ancestral home in the Valley of Hell, the rest formed the Lightning Group, a gang of kekkei genkai users raiding criminals and supporting small villages. However, when they Mist determined they were too big of a threat, they were quickly exterminated, with the few survivors being denied refuge in the very villages they had helped, forcing Fushin to go to the only other source of safety he knew; Chino.

Organizing a massive scheme utilizing their old surviving allies, who had organized the Dark Thunder Group, to lure out Sasuke Uchiha to get revenge for Chino's clan, blaming Fushin as one of their operative, now Nowaki disguised by Chino's dōjutsu, Nowaki and Karyu lured him to the Valley of Hell where Chino was waiting, though they would ultimately realize that he was uninvolved and looking for redemption from his own demons, an argument the two found extremely convincing. The two were voluntarily taken to one of the Mist's prisons, now under the control of Mei Terumi instead of the brutal Yagura Karatachi, where they worked as shinobi for the village to earn their freedom.



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